The Khronos Group - a non-profit industry consortium to develop, publish and promote open standard, royalty-free media authoring and acceleration standards for desktop and handheld devices, combined with conformance qualification programs for platform and device interoperability.

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I wanted to give you an update:
We have reviewed your code and can't find anything obviously wrong. One of our members have offered to dig deeper into it, but he will be doing that in his spare time. Hopefully he will have an answer for you soon.

We noticed that you are using the sample code from the NDK as a base for your project. Have you tested the unmodified sample code on your devices? I assume that it works for you as expected.

Hi Erik,
First I tested the sample code from the NDK without modifying it on my devices like HTC ONEX, Samsung NOTE1 & NOTE2,the sample project contains only reverb effect i tested it on my 3 devices but i am unable to get any effect.I posted in android-ndk forums https://groups.google.com/forum/#!se...w/raHgOgFQat8J .. Glen Kasten (Google Developer) discussed with me he asked in which device you are checking..i have given reply that I am testing in NOTE1..after that he has not given any reply

I know Glenn. He's one of the most knowledgeable people when it comes to the Android OpenSL ES implementation.

We had a member test the original example code from the Android NDK and it compiles and runs fine. The app has a button to enable/disable environmental reverb with buffer queue playback. The effect is obvious since it defaults to the stone corridor preset. The sample does not include bass boost, but it should be easy to add by copying and modifying the existing code. You would need to include new playback files since the bass boost won't be noticeable with the ones included.

I suggest you first try compiling and running the native-audio sample in the NDK unmodified to ensure that it works. If it doesn't, you need to figure out why before you go on to the bass boost.

Also, make sure you test the audio through headphones and not using the device speaker. The speaker in most devices is not good enough to properly render the effect.

Hi Erik,
Based on your reply I tested the unmodified code on HTC ONEX,NOTE1,NOTE2 android 4.1.2 version unable to get reverb effect for buffer queue playback.Unfortunately I tested it on tab android version 4.1.1. There I am able to feel reverb effect.So what is the problem in other devices and the other things I need to ask which are mentioned below.

As reverb effect is attached to outputmix in ndk sample code.

1. when SLEffectSendItf is exposed for buffer queue playback I am getting effect.but when I create effect send interface for asset audio player.At that point I am unable to get reverb effect.Is there any difference when the music is played by using bufferqueue(using pcm decoded file) and asset(path of the file).